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: fEffect(std::move(effect))
, fUniforms(SkData::MakeZeroInitialized(fEffect->uniformSize()))
, fChildren(fEffect->children().size()) {}
If it's zero-sized, it would have to mean that the effect that was passed-in doesn't actually use any child shaders.
You should be able to step into the initial construction of the SkRuntimeShaderBuilder and see this array getting constructed and sized. Let me know what you see.
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